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[AT07] ANDERSSON, J., TATARCHUK, N. 2007. Frostbite Rendering Architecture and Real-time Procedural Shading and Texturing Techniques. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Andersson-Tatarchuk- FrostbiteRenderingArchitecture(GDC07-AMD-Session).pdf
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[BLYTHE06] BLYTHE, D. 2006. The Direct3D 10 system. In proceedings of ACM Transactions on Graphics (SIGGRAPH'06 Conference Proceedings), pp. 724-234, Boston, Massachusetts.
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[TATARCHUK06] TATARCHUK, N. 2006. Dynamic parallax occlusion mapping with approximate soft shadows. In proceedings of AMD SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 63-69, Redwood City, CA.
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[TATARCHUK07] TATARCHUK, N. 2007. The Importance of Being Noisy: Fast, High Quality Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Tatarchuk- Noise(GDC07-D3D-Day).pdf
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[TATARCHUK07] TATARCHUK, N. 2007. The Importance of Being Noisy: Fast, High Quality Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Tatarchuk- Noise(GDC07-D3D-Day).pdf
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